Large Humanoid, Neutral Evil
Armor Class 18 Plate
Hit Points 170 (12d12 + 75)
Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
15 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
17 (+3)
Saving Throws STR +10, CHA +8
Skills Athletics +9, Perception +5
Condition Immunities Charmed, Exhaustion, Frightened, Prone
Senses Darkvision 60 ft., Passive Perception 15
Languages Common
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Glory, Fame! (Defensive Recharge 4-6). Commander O'Neil slams his Commander's Standard into the earth ordering all allied creature's that he can see within 30 ft, of him to stand their ground. All allied creatures gain 15 temporary HP. The creature may also use their reaction to add +1 to their AC when attacked for the next turn. This effect ends after 1 minute or if the Commander O'Neil is incapacitated.

Glory, Fame! (Offensive Recharge 4-6). Commander O'Neil slams his Commander's Standard into the earth ordering all allied creature's that he can see within 30 ft, of him to destroy the enemy. All allied creatures gain an additional attack. The creature may also add a d4 to its attack rolls for the next turn. This effect ends after 1 minute or if the Commander O'Neil is incapacitated.

Scarlet Rot. The Scarlet Rot status causes any creature that starts its turn with Scarlet Rot taking necrotic and poison damage equal to its proficiency bonus.

Call Forth Spirits - Exile Crossbowmen. When rolling initiative against Commander O'Neil, summon five Exile Crossbowmen to assist him. They act on their own initiative.

Call Forth Spirits - Exile Axemen. At 'Bloodied' (Half HP) Commander O'Neil summons three Exile Axemen to assist him. They act on their own initiative.

Actions

Multiattack. Commander O'Neil makes three attacks with his Commander's Standard or uses Rot Storm

Commander's Standard. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2D10+6) piercing damage

Rot Storm (Recharge 6). Swinging his standard around Commander O'Neil begins to summon a whirlwind of Scarlet Rot within a radius of 45ft around him, for three turns. Each enemy creature caught within the whirlwind gains one 'Scarlet Rot' counter. Rot Storm follows Commander O'Neil for the duration of its three active turns.

Legendary Actions

EXILE CROSSBOWMEN


Medium humanoid, Lawful Neutral
Armor Class 15 (chain shirt) Hit Points 30 (5d6 +15) Speed 30 ft.
STR 10 DEX 16 CON 12 INT 10 WIS 8 CHA 10
Senses darkvision 60 ft., passive Perception 9
Languages Common
Challenge 1 (200 XP)


Actions


Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80 ft./320 ft., one target. Hit: 7 (1d8+ 3) piercing damage.

 

Mythic Actions

EXILE AXEMAN

Medium humanoid, Lawful Neutral
Armor Class 16 (scale mail) Hit Points 50 (8d8 +20) Speed 30 ft.
STR 18 DEX 14 CON 14 INT 10 WIS 8 CHA 10
Senses darkvision 60 ft., passive Perception 9
Languages Common
Challenge 2 (450 XP)

Traits


Savage Attacks. When the Exile Axeman scores a critical hit with a melee weapon attack, it can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1D12+4) slashing damage.

Harris080

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